We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. We’d like to clarify some of your top questions and concerns: Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have. Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model. How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on: - Re-install charges - we are not going to charge a fee for re-installs. - Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent. - Trials, partial play demos, and automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos. - Web and streaming games - we are not going to count web and streaming games toward your install count either. - Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives. For additional questions, we have updated our blog and FAQ resources. ⬇️ Blog: on.unity.com/3ZiIwlB FAQ: on.unity.com/44NMZ0R Forums: on.unity.com/45RgrnV
@unity Yeah, there was no confusion. We know you're still massive greedy assholes and that John Riccitiello sold 2000 shares before this announcement. UH OH!
@unity Thank you for not taking revenue from charity games 🥰
And how are developers supposed to trust you when you're now backtracking every single aspect of this one by one? The attached image is your forum post from yesterday, which is now updated. You are aware that this is horrible but not aware enough to backtrack all of it at once, not that it'd change anything at this point. Having to go case-by-case for pirated installs is just insane, you're either planning to hire an insane amount of people to handle this or you're gonna have people talk to some AI chatbot. You are just complicating this for your own benefit, this affecting only 10% does not mean ANYTHING either. Unity was done the moment you announced this, there's no trusting Unity anymore, there's no saving face, this is just terrible, especially for the developers who have been working on their game for too long to switch engines right now without risking everything.
@unity "- Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent." Yeah, great, and what if (as always) the customer care is slow to answer?
@unity Nope, try again. We need: No per-install fees No tracking No retroactive terms of service guaranteed New CEO would be a good start in bringing back trust Honestly you don't have much more time. We can't wait around forever and hope you figure this out.
@unity damn it took you a day to come up with this?
@unity TL;DR version “We want more money, and there’s nothing you can do about that. Thanks for using Unity, go fuck your self!”
@unity Hey social media PR person can you pass along to your boss that nobody's buying it and there's no way to "sell" this because it's shitty and makes no sense.
@unity Unity when it comes to being transparent
@unity yeah thanks it still sucks
@unity I'm so done this is still a massive breach of trust and this does nothing but answer the most surface level concerns to pull this, retroactively, on already released games and projects, when *nobody signed up for this* is a disgusting move
@unity hey unity have you tried doing this
We understood it perfectly the first time. - No guys, you didn't understand! Yes we did understand. It doesn't matter that most people don't generate 200k$usd. The fact you're trying to rob people making over 200k$usd a 0,20$ fee per instal means that for 500k installs they must pay 100k$usd. You're crazy. What kind of communist shit is this? Should I care that you're only trying to rob the ones that make -some- money? Did you turn into a government all of a sudden? You truly suck and you deserve bankruptcy
@unity Good luck on identifying pirated versions from DRM free ones...are you going to magically solve an issue the industry hasn't been able to for decades? :p
@unity Sorry, but there's absolutely zero trust that the Unity team will resolve cases of malicious intent (fraud and botnets) in a fair and logical manner. Given Unity's track record and desire to reward investors, it's far more likely that developers will be left holding the bag.
@unity There was no confusion. We're very specifically mad for the developers. Without developers. There is no games.
@unity This fee has still no upper bound, we are penalized for users installing the game on as many devices as they want, and no piracy/fraudulent checks are (nor can be) put in place, leaving it to the developer to figure out.
@unity Sorry, I have zero faith in your ability to track or differentiate different types of installs and I have no plans to constantly be opening tickets or fighting with your sales over it. We are me-owt 😾
@unity Unity has used specific language, now repeated by executives, that Unity will bill "The entity that distributes the runtime": can you clarify in no uncertain terms, is Unity planning to bill Nintendo for every install on Switch? Sony for every install on PlayStation? Good luck.
"How we define and count installs" And then proceeds to not do it. How can you guarantee the install numbers are accurate? What measures are you taking to do so? How can you tell an install and a reinstall apart? Will someone who buys a single game and install it in different devices be counted as multiple installs? And I don't fucking want you to "work directly with me" on cases where fraud or botnets are suspected. Because I'm a fucking game dev who is busy as fuck making games. I don't have time to track installs, because I DON'T HAVE THE TOOLS YOU CLAIM TO HAVE. How am I to know install numbers seem fraudulent? Are you going to, out of the kindness of your heart, tell me there may be a problem? We don't trust you to do anything fairly or right. How do you differentiate between these installs? How is Unity dialing home telling you about it?
@unity Did you think putting things in bold would help?
@unity You guys forgot to add something before tweeting~
@unity We expect a full reversion of these policies you are clearly not listening to the community!
@unity How to resolve this?